{"name":"Investigator","overview":"A collage of diagrams, maps, and small items litters\r\nthe wall, pinned with nails and connected by a\r\nspiderweb of colorful strings. An elf stands nearby,\r\ncontemplating the mystery splayed out in front of her\r\nand readying her crossbow for work.\r\nA half-orc wearing a wide-brimmed hat\r\nleafs through a thick tome, double-checking the\r\npreparations: a sturdy net trap, holy symbols on the\r\ndoors, cloves of garlic, and several dozen wooden\r\nstakes. The preparations made, the half-orc slinks\r\ninto the shadows and readies himself for the\r\nbloodshed.\r\n[br]\r\nHastily tracing symbols in chalk, a human\r\nwearing a long coat whirls about in a wide arc,\r\ncompleting a rough magic circle in mere seconds.\r\nA monstrously fat demon, blood dripping with its\r\ndrool, lunges at him, but instead impacts off an\r\ninvisible magical barrier, a cylinder raised from\r\nthe circle\u2019s edge. The fiend howls with rage, and the\r\ninquisitor breathes a sigh of relief.\r\nSupernatural detectives and monster slayers,\r\ninvestigators are always on the hunt for malevolent\r\noutsiders. Whenever evil seeps into the world\u2014be\r\nit fiends, undead, or strange abominations from\r\nbeyond the stars\u2014investigators will be the first to\r\nlocate them and banish their foul corruption from\r\nthe mortal plane.\r\n\r\n[b]Paranormal Investigators[\/b]\r\n[br]There are forces more ancient than time, foes more\r\nsinister than the foulest men, and beings more titanic\r\nthan gods. The world stands at a precipice of woe and\r\nterror, being threatened nightly by dark agents and\r\nhordes of monsters. At risk to their own lives and\r\nsanities, investigators penetrate the evil that creeps\r\nin the shadows and banish it from the world. Their\r\nbattles are never-ending, for victory only delays\r\ndoomsday another night.\r\nInvestigators track supernatural threats ranging\r\nfrom incorporeal spirits, to nefarious vampires and\r\nlycanthropes, to incursions of demons and devils.\r\nOften in their investigations, they often uncover\r\nsecret cults and maligned individuals who bring\r\nthese supernatural threats to bear. It is always\r\ntheir goal to impede these evildoers by any means\r\nnecessary, resorting to trickery, guile, magic, and\r\nbloodshed when necessary. To an investigator, no\r\ntactic is unthinkable when the world is at stake.\r\n\r\n[b]Exorcists and Occultists\r\n[br][\/b]\r\nEven as they strive to contain its influence\r\nfrom the world at large, investigators dabble in\r\nforbidden magic to give themselves an edge against\r\nsupernatural threats. Prepared investigators keep a\r\nwell-stocked grimoire of magical secrets, containing\r\nrituals, incantations, notes on monsters\u2019 powers\r\nand weaknesses, recipes for poisons, and arcane\r\ndiagrams\u2014everything needed to confront their\r\nfoes on an even footing. Even so, an investigator\u2019s\r\noccupation is perilous. A grimoire might spell out a\r\nvampire\u2019s fear of sunlight and aversion to silver, but it\r\ndoes little to hinder their fangs.\r\n\r\n[b]Creating an Investigator\r\n[br][\/b]\r\nAs you build your investigator, consider what sort of\r\nsupernatural threat first drove you to investigating\r\nand combating the occult. Did one of your family\r\nmembers strike a bargain with a fiend? Were you\r\nkidnapped by a cabal of vampires or a pack of\r\nlycanthropes? Did you stumble across evidence of an\r\neldritch abomination, such as a Great Old One? The\r\ntype of creature you first did battle with likely shaped\r\nyour tools and methods later on.\r\nDid you apprentice under a seasoned monster\r\nhunter, learning the ropes of tracking a threat,\r\nuncovering its weaknesses, and setting a trap for it?\r\nOr did you strike out on your own, compiling your\r\nown grimoire from hard-earned research? Perhaps\r\nyou learned everything about monster hunting from\r\nsomeone else\u2019s grimoire, a masterwork containing\r\nan abridged library of occult knowledge and a\r\nlifetime of experience. It\u2019s even possible that you\r\nsigned a contract with a minor fiend and turned to\r\nsupernatural investigation in a last-ditch effort to\r\nsave your soul.\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nFollow these suggestions to build an investigator\r\nquickly: Intelligence should be your highest ability\r\nscore, followed by Dexterity or Strength. Choose any\r\nbackground. Then, select the rituals clue, comprehend\r\nlanguages, detect magic, and transient bulwark to add\r\nto your grimoire.","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per investigator level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons, hand crossbows, heavy crossbows, longswords, rapiers, shortswords","tools":"One type of gaming set","saving_throws":"Dexterity, Intelligence","skills":"Choose three from Arcana, Athletics,\r\nDeception, History, Insight, Intimidation,\r\nInvestigation, Medicine, Nature, Perception,\r\nPersuasion, Stealth, Sleight of Hand, and Religion","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\n[ul]\r\n[li]Leather armor[\/li]\r\n[li]A dagger and (a) a longsword or (b) rapier[\/li]\r\n[li](a) a heavy crossbow and 20 bolts or (b) a hand crossbow and 20 bolts[\/li]\r\n[li](a) dungeoneer\u2019s pack or (b) one kit you\u2019re proficient with[\/li]\r\n[li]A grimoire and a material component pouch[\/li]\r\n[\/ul]\r\n","spellcasting":"[h3]Ritualist[\/h3]\r\nYou maintain a grimoire brimming with magical\r\nrituals, your most potent tools to defeat supernatural\r\nthreats.\r\n\r\n[b]GRIMOIRE\r\n[br][\/b]\r\nAt 1st level, you have a grimoire containing four\r\n1st-level spells of your choice that have the ritual tag\r\nfrom any class\u2019s spell list (the spells needn\u2019t be from\r\nthe same list). You can\u2019t cast spells in your grimoire\r\nexcept as rituals, unless you\u2019ve learned them by some\r\nother means.\r\n[br]\r\nWhenever you gain a level in this class, you can\r\nadd an additional ritual spell from the Investigator\r\nRituals list to your grimoire at no cost. The Ritual\r\nLevel column on the Investigator table shows the\r\nmaximum spell level you can add to your grimoire.\r\nAdditionally, whenever you find a ritual spell on\r\nyour adventures, you can add it to your grimoire if\r\nit is on the Investigator Rituals list of a level you can\r\nadd to your grimoire. For each level of the spell, the\r\ntranscription process takes 2 hours and costs 50 gp\r\nfor the rare inks needed to inscribe it.\r\n\r\n[b]BONUS RITUALS\r\n[br][\/b]\r\nAs an investigator, you can treat specific spells as if\r\nthey had the ritual tag, allowing you to add them to\r\nyour grimoire and cast them as rituals. These spells\r\nare listed on the Investigator Rituals table to the\r\nright.\r\n\r\n[b]SPELLCASTING ABILITY\r\n[br][\/b]\r\nIntelligence is your spellcasting ability for your\r\nritual spells, since you master your spells through\r\ndeduction and cunning. You use your Intelligence\r\nwhenever a spell refers to your spellcasting ability.\r\nIn addition, when you cast an investigator ritual or a\r\nspell offered to you by a feature in this class, you use\r\nyour Intelligence modifier when setting the saving\r\nthrow DC and making an attack roll.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus\r\n+ your Intelligence modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Intelligence modifier","class_features":"[b]Expertise\r\n[br][\/b]\r\nAt 1st level, choose two of your skill proficiencies;\r\nyour proficiency bonus is doubled for any ability\r\ncheck you make that uses either of the chosen\r\nproficiencies.\r\nAt 6th level, you can choose two more of your\r\nproficiencies to gain this benefit.\r\n\r\n[b]Myths and Legends\r\n[br][\/b]\r\nAt 2nd level, you are extremely adept at uncovering\r\nknowledge which pertains to eldritch threats\r\nand forgotten legends. You have advantage on\r\nIntelligence checks related to researching creatures,\r\nspells, and other ancient or secret lore.\r\n\r\n[b]Rushed Incantation\r\n[br][\/b]\r\nBeginning at 2nd level, you can hastily perform any\r\nritual spell in your grimoire that has a casting time of\r\n1 action, completing the ritual as a bonus action. If\r\nthe ritual requires spell components worth 100 gp or\r\nless, you cast it without using spell components. You\r\ncan use this feature a number of times equal to your\r\nIntelligence modifier (minimum once), and regain\r\nthe ability to do so when you finish a long rest.\r\nAs you gain higher levels in this class, you can\r\nuse this feature additional times. You can use it once\r\nmore at 5th level (Intelligence modifier + 1), 9th level\r\n(Intelligence modifier + 2), 13th level (Intelligence\r\nmodifier + 3), and 17th level (Intelligence modifier + 4).\r\n\r\n[b]Occult Specialization\r\n[br][\/b]\r\nAt 3rd level, you choose a specialization, an area\r\nof expertise in handling eldritch threats. Your\r\nspecialization choices are detailed at the end of the\r\nclass description. Your specialization choice grants\r\nyou features at 3rd level and then again at 6th, 10th,\r\nand 14th level. \r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nInvestigators of each specialization also collect a\r\nnumber of supernatural trinkets. Once you use one\r\nof your trinkets, you can\u2019t this feature again until you\r\nfinish a short or long rest. As you gain higher levels\r\nin this class, you can use your trinkets additional\r\ntimes: You can use them once more at 5th level (2\r\nuses), 11th level (3 uses), and 17th level (4 uses).\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you\r\ncan\u2019t increase an ability score above 20 using this\r\nfeature.\r\n\r\n[b]Exploit Weakness\r\n[br][\/b]\r\nMost supernatural creatures have some form of\r\nweakness, a gap in their armor that allows them to be\r\ndefeated. Starting at 5th level, once on each of your\r\nturns when you hit a creature with a weapon attack,\r\nit is treated as if it has vulnerability to the weapon\u2019s\r\ndamage. Vulnerability from this feature only doubles\r\nyour weapon damage dice and your ability modifier;\r\ndo not double additional sources of damage, such as\r\nspells and other class features.\r\n[br]\r\nAdditionally, the attack, as well as all other\r\nattacks made against the creature until the start\r\nof your next turn, are considered magical for the\r\npurposes of bypassing damage resistance and\r\nimmunity.\r\n\r\n[b]Opportunistic Piety\r\n[br][\/b]\r\nBy 7th level, you always keep a wide array of holy\r\nsymbols and blessed items on your person, even if\r\nyou aren\u2019t particularly pious. When you use your\r\nOpportunistic Piety, you choose which effect to\r\ncreate from the list below. You must then finish a\r\nshort or long rest to use your Opportunistic Piety\r\nagain.\r\n[br]\r\n[b]Banish. [\/b]You cast the spell banishment without\r\nusing a spell slot. If the target is a fey, fiend, or\r\nundead and fails its saving throw against this spell, it\r\nalso takes radiant damage equal to your level.\r\n[br]\r\n[b]Miracle Healing.[\/b] As an action, divine light\r\nfrom your hands knit the wounds of a willing\r\ncreature you touch. That creature regains a number\r\nof hit points equal to twice your investigator level.\r\nThis ability has no effect on undead or constructs.\r\n[br]\r\n[b]Warding.[\/b] As an action, you trace a holy\r\nsymbol on a creature within 5 feet of you, warding\r\nit from harm. For the next minute, aberrations,\r\ncelestials, fey, fiends, and undead which touch the\r\ntarget creature or hit it with a melee attack take 1d12\r\nradiant damage.\r\n\r\n[b]Supernatural Resolve\r\n[br][\/b]\r\nAt 9th level, you gain an extreme resilience to the\r\nattacks and effects of the creatures you regularly\r\ninvestigate. You can\u2019t be possessed or charmed, and\r\nyou gain resistance to both psychic and necrotic\r\ndamage.\r\n\r\n[b]Finisher\r\n[br][\/b]\r\nBeginning at 11th level, you know exactly how to\r\nbring a monster down. When you take the Attack\r\naction and hit a creature with a weapon attack, you\r\ncan deal an extra 2d8 damage to the creature. If the\r\ncreature has less than half its hit points remaining,\r\nyou can instead deal an extra 4d8 damage to the\r\ncreature.\r\n\r\n[b]Enigma Arcane\r\n[br][\/b]\r\nAt 13th level, you uncover a magical secret\r\nconnected to a wellspring of potent magic. You\r\ncan cast one of the following spells once without\r\nexpending a spell slot: mirage arcane, plane shift,\r\nreverse gravity, sequester, or teleport. You must finish\r\na long rest before you can do so again.\r\nAt 15th level, you can also cast one of the\r\nfollowing spells without expending a spell slot:\r\nantimagic field, glibness, maze, or mind blank. You\r\nmust finish a long rest before you can do so again.\r\nAt 17th level, you can also cast one of the\r\nfollowing spells without expending a spell slot: astral\r\nprojection, gate, or weird. You must finish a long rest\r\nbefore you can do so again.\r\n\r\n[b]Exorcist\r\n[br][\/b]\r\nBeginning at 18th level, you can cast the spell\r\nprotection from evil and good without using a spell\r\nslot or spell components.\r\n\r\n[b]Spellbinder\r\n[br][\/b]\r\nBy 20th level, many rituals you perform have become\r\nsecond nature to you. Select five ritual spells in your\r\ngrimoire with a casting time of 1 action. You can cast\r\nthese spells as a bonus action without using a use\r\nof Rushed Incantation, and you can do so without\r\nyour grimoire on hand. If the ritual requires spell\r\ncomponents worth 100 gp or less, you cast it without\r\nusing spell components.","subclass_options":"[h2]OCCULT SPECIALIZATIONS[\/h2]\r\nInvestigators of all stripes share the broad goal\r\nof combating the occult, but their methods vary\r\nwildly. Some emphasize cutting down monsters\r\nand banishing demons, while others believe\r\nthat uncovering secrets and compiling critical\r\ninformation is the surest method for eliminating\r\nsupernatural threats. When an investigator gains\r\nenough experience, they can steer their approach,\r\nincluding their specific techniques they employ and\r\nthe trinkets they carry, into an occult specialization,\r\na school of thought for handling eldritch threats.\r\n\r\n[h3]Antiquarian[\/h3]\r\nFestooned with magical trinkets from every corner\r\nof the globe, antiquarians have a tool for every\r\noccasion: silver arrowheads for lycanthropes,\r\nheartwood stakes for vampires, blessed relics for\r\nfiends, and so on. As they expand their collections\r\nfrom piles of trinkets to veritable museums, they\r\nbecome adept historians and arcanists, familiar with\r\nthe story of every magic item their care, as well how\r\nto use them in dire situations.\r\n\r\n[b]ARTIFACT HISTORIAN\r\n[br][\/b]\r\nStarting when you choose this specialty at 3rd level,\r\nyou add the spell identify to your grimoire and never\r\nrequire material components to cast it.\r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nBy 3rd level, you\u2019ve collected a number of magical\r\ntrinkets to help you collect and unravel profound\r\narcane secrets. You can use the following trinkets:\r\n[br]\r\n[b]Hateful Arrowhead.[\/b] You can cast the spell\r\nscorching ray or ray of enfeeblement once without\r\nusing a spell slot or spell components.\r\n[br][b]Mirrored Prism.[\/b] You can\r\ncast the spell blur or mirror image,\r\ntargeting yourself only, once without\r\nusing a spell slot or spell components.\r\n[br]\r\n[b]Razortooth Bandages.[\/b] You\r\ncan cast the spell cure wounds or inflict\r\nwounds once without using a spell slot or\r\nspell components. This spell is cast as if\r\nusing a spell slot of the level shown in the\r\nRitual Level column of the Investigator table.\r\n\r\n[b]RELICS[\/b]\r\nBy 6th level, you\u2019ve secured a handful of priceless\r\nrelics with rare and delicate enchantments. You can\r\nuse one of the following relics, and regain the ability\r\nto use this feature when you finish a short or long\r\nrest.\r\n[br]\r\n[b]Antediluvian Dynamo.[\/b] You can cast the spell\r\nfireball or lightning bolt once without using a spell\r\nslot or spell components.\r\n[br]\r\n[b]Lich\u2019s Deathmask.[\/b] You can cast the spell\r\ncounterspell or dispel magic once without using a spell\r\nslot or spell components.\r\n[br]\r\n[b]Mortal Coil.[\/b] You can cast the spell animate\r\ndead or revivify once without using a spell slot or\r\nspell components. Casting animate dead using\r\nthis trinket causes all undead servants created by\r\nprevious castings of the spell to revert to lifeless\r\ncorpses.\r\n\r\n[b]MAGIC ITEM COLLECTION[\/b]\r\n[br]Starting at 10th level, you maintain a vault of magic\r\nitems, secured in an extradimensional space with an\r\nelaborate locking mechanism. You can produce one\r\nof these items, and change your selection each day\r\nwhen you finish a long rest.\r\n[br]\r\nThe item is your choice of the following: a carpet\r\nof flying, a cloak of the bat, a flame tongue, gauntlets of\r\nogre power, an instant fortress, a ring of regeneration,\r\na ring of telekinesis, a sun blade, or a wand of wonder.\r\n\r\n[b]PHYLACTERY\r\n[br][\/b]\r\nBy 14th level, you\u2019ve secured the crown jewel of your\r\ncollection: a lich\u2019s phylactery. Though the original\r\nowner\u2019s soul has been expelled from this accursed\r\nartifact, it retains many of its unique properties.\r\nThis magic item is always attuned to you and\r\ndoesn\u2019t count against your total number of attuned\r\nmagic items. It has 5 charges, and regains 1d4 + 1\r\nexpended charges daily at dawn. You can expend\r\none or more of these charges to use the following\r\nabilities:\r\n[ul]\r\n[li]1 Charge: You can cast the spell false life as a second level spell without expending spell slots or spell components.[\/li]\r\n[li]1 Charge: You can use your bonus action to regain an expended use of your Trinkets.[\/li]\r\n[li]2 Charges: As a reaction when you drop to 0 hit points, you can drop to 1 hit point instead.[\/li]\r\n[li]3 Charges: Make a melee spell attack against creature within your reach. On a hit, the target takes 5d6 necrotic damage and you regain hit points equal to the total amount of necrotic damage dealt.[\/li]\r\n[\/ul]\r\n\r\n[h3]Archivist[\/h3]\r\nThough most investigators fill their grimoires\r\nwith hard-won knowledge borne from encounters\r\nwith the supernatural threats, some prefer to\r\ndo bookkeeping instead. Such archivists accrue\r\nknowledge, not trinkets, by spending untold hours\r\ndigging through disparate tomes of occult knowledge\r\nand compiling them into encyclopedic texts on the\r\nsupernatural. Through their research, archivists\r\nbecome academic masters of the arcane, and\r\npriceless reservoirs of obscure knowledge.\r\n\r\n[b]TRINKET[\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you\u2019ve collected a powerful trinket to enhance\r\nyour ritual magic:\r\n[br]\r\n[b]Archaic Scroll.[\/b] You can perform a ritual\r\nspell with your Rushed Incantation feature without\r\nexpending one of the feature\u2019s uses.\r\n\r\n[b]THESIS[\/b]\r\nAlso at 3rd level, you gain access to certain spells\r\nassociated with your thesis. Pick one of the following\r\nsubject areas for your thesis: Corpus, Ignis, Mortis,\r\nor Regis. You gain a list of associated thesis spells.\r\nOnce you gain access to a thesis spell, it is added\r\nto your grimoire. If you gain access to a spell that\r\ndoesn\u2019t appear on the investigator ritual list, the spell\r\nis nonetheless an investigator spell for you. You can\r\nuse your action and expend a use of your Rushed\r\nIncantation feature to cast one of your thesis spells. \r\n\r\n[b]Corpus[\/b]\r\n[table]\r\n[tr]\r\n[th]Investigator\r\nLevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]jump, longstrider[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]alter self, heat metal[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]gaseous form, meld into stone[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]\r\nIgnis[\/b]\r\n[table]\r\n[tr]\r\n[th]Investigator\r\nLevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]burning hands, shatter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]gust of wind, scorching ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]call lightning, wind wall[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Mortis[\/b]\r\n[table]\r\n[tr]\r\n[th]Investigator\r\nLevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]bane, false life[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]blindness\/deafness, darkness[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]revivify, vampiric touch[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Regis[\/b]\r\n[table]\r\n[tr]\r\n[th]Investigator\r\nLevel[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]charm person, hideous laughter[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]enthrall, suggestion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]dispel magic, hypnotic pattern[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]ERUDITE SPELL\r\n[br][\/b]\r\nBy 6th level, you\u2019ve mastered the difficult theory\r\nbehind arcane propagation. When you cast a spell\r\nwhich forces a creature to make a saving throw to\r\nresist its effects, you can give one target of the spell\r\ndisadvantage on its first saving throw against the\r\nspell.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]ENCYCLOPEDIC EXPERTISE\r\n[br][\/b]\r\nStarting at 10th level, you can identify any arcane\r\neffect from memory. Whenever you witness a spell\r\nbeing cast or investigate a magical effect, you can\r\nalways identify the spell that was cast, the magic\r\nitem responsible, or the monster which produced the\r\neffect. However, this ability fails to identify spells,\r\nmagic items, and monsters which are utterly unique\r\nor are otherwise not recorded in arcane texts.\r\n\r\n[b]EIDETIC MEMORY\r\n[br][\/b]\r\nAt 14th level, you can effortlessly duplicate spells you\r\nsee in the world. You can copy any ritual spell you\r\nsee being cast into your grimoire.\r\nMoreover, you can precisely copy the exact\r\nmotions of a spell\u2019s casting to duplicate its effect.\r\nWhen you see a spell of 5th level or lower being cast,\r\nyou can use your action and spend 1 use of your\r\nRushed Incantation feature as an action to cast the\r\nspell yourself without spending a spell slot. The spell\r\nmust have a casting time of 1 action, must not have\r\nexpensive spell components, and must have taken\r\nplace within the last minute to use this ability.\r\nOnce you duplicate a spell in this way, you can\u2019t\r\nduplicate it again until you finish a long rest.\r\n\r\n[h3]Detective[\/h3]\r\nProwling at the edge of darkness, detectives\r\nchase down clues and pull on threads to unravel\r\nconspiracies which bring darkness into the world.\r\nSometimes, this requires that you infiltrate a cult\u2019s\r\nsecret meetings, other times it calls on you to\r\nreconstruct a man\u2019s last moments at a murder scene,\r\nbut no matter what the mystery, you know that there\r\nis always an explanation.\r\n\r\n[b]INVESTIGATOR'S HUNCH\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you can unravel even the toughest of mysteries.\r\nIf you spend at least 10 minutes combing through\r\ndocuments and arranging clues, you can make an\r\nIntelligence check with advantage.\r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nBy 3rd level, you\u2019ve collected a number of magical\r\ntrinkets to aid you in tracking supernatural creatures\r\nand unraveling mysteries. You can use the following\r\ntrinkets:\r\n[br]\r\n[b]Glass Medallion.[\/b] As a bonus action, you can\r\ncast the spell invisibility, targeting yourself only, once\r\nwithout using a spell slot or spell components.\r\n[br]\r\n[b]Fogstone Periapt.[\/b] As a bonus action, you can\r\ncast the spell misty step once without using a spell\r\nslot or spell components.\r\n[br]\r\n[b]Skeleton\u2019s Key.[\/b] As a bonus action, you can cast\r\nthe spell knock once without using a spell slot or spell\r\ncomponents.\r\n\r\n[b]PREDICTIVE INTUITION\r\n[br][\/b]\r\nBy 6th level, you can turn your skills at\r\nreconstructing events towards anticipating the next\r\nlikely moment of a fight. As a bonus action, you can\r\nexamine the movements of a creature you can see\r\nwithin 30 feet. You can choose to add 1d4 to your\r\nnext attack roll targeting that creature before the start\r\nof your next turn, or you can choose to subtract 1d4\r\nfrom the creature\u2019s next attack roll against you before\r\nthe start of your next turn.\r\n\r\n[b]INTERROGATOR'S INSTINCT\r\n[br][\/b]\r\nAt 10th level, you are so accustomed to uncovering\r\nthe truth that you can sense the intents behind\r\nsomeone\u2019s voice. You can tell if a creature that\r\nyou can hear speaking is charmed, possessed, or\r\notherwise enchanted to speak against their will, and\r\nyou have advantage on any ability check you make to\r\ndetermine if you hear a lie.\r\n\r\n[b]POWER OF DEDUCTION\r\n[br][\/b]\r\nStarting at 14th level, you can use your action to\r\nexamine a creature you can see within 30 feet, taking\r\nnote of innumerable details and making a lengthy\r\nstring of logical deductions. For the next minute, you\r\nhave advantage on Intelligence and Charisma checks\r\nyou make to interact with this creature, and you have\r\nadvantage on attack rolls against them.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h3]Exterminator[\/h3]\r\nAn exterminator suffers no monster to live. Trained\r\nin the art of slaying aberrations, fiends, and undead,\r\nyou stand against evil where others falter, and draw\r\nyour blade before others recognize a threat. Grand\r\nschemes and plots are less important than retribution\r\nagainst those monsters which stalk the night, and\r\nyour thirst for such retribution is unquenchable.\r\nThere is always another werewolf to be slain, another\r\nvampire to be staked, another demon to be banished;\r\npeople rarely thank you, but you find satisfaction\r\nenough in your work.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you gain proficiency with martial weapons and\r\nmedium armor.\r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nBy 3rd level, you\u2019ve collected a number of magical\r\ntrinkets to aid you in the elimination of monsters\r\nand other fiendish threats. You can use the following\r\ntrinkets:\r\n[br]\r\n[b]Consecrated Whetstone.[\/b] As a bonus action,\r\nyou can cast the spell magic weapon once without\r\nusing a spell slot or spell components.\r\n[br]\r\n[b]Gilded Dragon Scale.[\/b] As a bonus action, you\r\ngain resistance to one damage type of your choice for\r\na minute.\r\n[br]\r\n[b]Wyverntooth Necklace. [\/b]When you hit a\r\ncreature with a melee weapon attack, you can use\r\nyour bonus action to activate this trinket, dealing an\r\nadditional 2d6 acid damage to the creature.\r\n\r\n[b]MONSTER SLAYER\r\n[br][\/b]\r\nBeginning at 6th level, when you use the Attack\r\naction, you can make one weapon attack as a bonus\r\naction. You can use this feature a number of times\r\nequal to your Intelligence modifier (a minimum of\r\nonce) and regain all expended uses when you finish a\r\nshort or long rest.\r\n\r\n[b]SILVERED EDGE\r\n[br][\/b]\r\nStarting at 10th level, whenever you deal damage to\r\na creature with a weapon attack, it can\u2019t regain hit\r\npoints until the start of your next turn. Additionally,\r\nwhen you reduce a creature to 0 hit points, it can\u2019t be\r\nraised as an undead creature nor be returned to life\r\nfor 7 days.\r\n\r\n[b]KILLER INSTINCT\r\n[br][\/b]\r\nStarting at 14th level, you can use your Exploit\r\nWeakness feature twice on your turn, but can\u2019t use it\r\nagainst the same target more than once.\r\n\r\n[h3]Inquisitor[\/h3]\r\nThe church has long been the first line of defense\r\nagainst the tide of impending darkness. Yet, the\r\nclergy\u2019s stubborn devotion to righteousness impedes\r\nthem where it counts: you must sometimes be willing\r\nto do evil to counter evil. That\u2019s where the inquisition\r\ncomes in.\r\n[br]\r\nAs a righteous inquisitor of the faith, you are\r\ntasked with rooting out heresy, exorcising demons,\r\nand stamping out any sign of the occult, and are\r\noffered clemency for any action you take in the\r\ndefense of the greater good. You may investigate\r\nanyone or anything you deem to be in line with the\r\nforces of evil, for you alone are a holy blade in the\r\ndark, the arbiter of your church.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you gain proficiency with medium armor.\r\n\r\n[b]EXORCIST'S DOCTRINES\r\n[br][\/b]\r\nAlso at 3rd level, you gain proficiency in the Religion\r\nskill and add double your proficiency bonus to\r\nchecks you make with it.\r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nBy 3rd level, you\u2019ve collected a number of magical\r\ntrinkets to help you banish restless spirits and foul\r\ndemonic forces. You can use the following trinkets:\r\n[br]\r\n[b]Alabaster Balm.[\/b] As a bonus action, you can\r\ncast the spell lesser restoration once without using a\r\nspell slot or spell components.\r\n[br]\r\n[b]Hallowed Chalice.[\/b] As a bonus action, you\r\ncan utter a prayer and produce a volume of holy\r\nwater from this cup sufficient to fill one flask. After\r\n24 hours, this holy water becomes ordinary water.\r\nYou can use this trinket 5 times before its power is\r\nexpended.\r\n[br]\r\n[b]Reliquary of Doubt.[\/b] As a bonus action, you\r\ncan cast the spell detect thoughts once without using\r\na spell slot or spell components. When casting the\r\nspell in this way, it can only detect thoughts which\r\nare associated with negative emotions, such as guilt,\r\napprehension, regret, or melancholy.\r\n\r\n[b]DIVINE STRIKE\r\n[br][\/b]\r\nAt 6th level, you gain the ability to infuse your\r\nweapon strikes with divine energy. Once on each of\r\nyour turns when you hit a creature with a weapon\r\nattack, you can cause the attack to deal an extra 1d6\r\nradiant damage to the target.\r\n\r\n[b]ROTE PIETY\r\n[br][\/b]\r\nStarting at 10th level, you command a mastery of\r\ndivine magic seldom seen among the clergy. You can\r\nuse your Opportunistic Piety feature three times, and\r\nregain all expended uses when you finish a short or\r\nlong rest.\r\n\r\n[b]EXCOMMUNICATION\r\n[br][\/b]\r\nBy 14th level, as an action, you can emblazon a\r\ncreature you can see within 60 feet with a mark of\r\nreligious condemnation. The target must succeed\r\non your choice of a Constitution or Wisdom saving\r\nthrow or be marked for the next minute. While\r\nmarked, the creature can\u2019t regain hit points or\r\nhave advantage on any attack roll or ability check.\r\nAdditionally, whenever the creature takes an action,\r\nit takes 2d6 radiant damage as the mark burns with\r\nradiant light.\r\n[br]\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h3]Medium[\/h3]\r\nAs conduits between the living and dead, mediums\r\noffer an essential glimpse past the veil of mortality.\r\nUsing their auguries, seances, and divinations,\r\nmediums can retrieve morsels of information from\r\nthe afterlife to settle debts with the living or and\r\nassist ongoing investigations. This information,\r\nhowever cryptic, can point an interested party\r\ntoward clues or evidence which only the deceased\r\nmight be able to provide.\r\n\r\n[b]FORTELLING\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you can receive glimpses of the future. When\r\nyou finish a long rest, roll two d20s and record the\r\nnumber rolled. You can replace any attack roll, saving\r\nthrow, or ability check made by you or a creature that\r\nyou can see with this foretold roll. You must choose\r\nto do so before the roll, and you can replace a roll in\r\nthis way only once per turn.\r\nAs an action, you can use a use of your Rushed\r\nIncantation ability to make an additional fortelling\r\nroll. You can have up to 3 foretold rolls at one time.\r\nEach foretelling roll can be used only once. When\r\nyou finish a long rest, you lose any unused foretelling\r\nrolls.\r\n\r\n[b]TRINKETS[\/b]\r\nBy 3rd level, you\u2019ve collected a number of objects\r\nwhich help you attune to the afterlife. You can use\r\nthe following trinkets:\r\n[br]\r\n[b]Dead Ringer. [\/b]As an action, you can ring this\r\nbell to cast the spell speak with dead once without\r\nusing a spell slot or spell components. When you\r\ncast this spell using this trinket, you can ask only one\r\nquestion of the corpse.\r\n[br]\r\n[b]Heptagonal Spectacles.[\/b] As a bonus action,\r\nyou can cast the spell see invisibility once without\r\nusing a spell slot or spell components.\r\n[br]\r\n[b]Lucent Mirror.[\/b] You can use your bonus action\r\nto activate this trinket, causing you to phase partially\r\ninto the Ethereal Plane for up to 1 minute. For the\r\nduration, you can move through other creatures and\r\nobjects as if they were difficult terrain, but you take\r\n1d10 force damage if you end your movement inside\r\na creature or object. Additionally, you have resistance\r\nto all damage. This effect ends early after you take\r\ndamage.\r\n\r\n[b]FOREWARNING PRESENCE\r\n[br][\/b]\r\nBy 6th level, the spirits of the dead guide your hand\r\nwhen you would falter. You can reroll an attack roll\r\nor ability check you make, and must use the new roll.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]WHISPERS FROM BEYOND\r\n[br][\/b]\r\nStarting at 10th level, you can open your perceptions\r\nto receive a hint from beyond the pale. The GM\r\nanswers with a one-word hint pertaining to your best\r\ncourse of action, a fruitful line of inquiry, or some\r\nother useful direction.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[b]THIRD EYE\r\n[br][\/b]\r\nBy 14th level, your connection to the afterlife allows\r\nyou to see all. You can use your bonus action to cast\r\nthe spell true seeing without using a spell slot or spell\r\ncomponents.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[h3]Occultist[\/h3]\r\nVampires, demons, lycanthropes, and aberrations\r\nall have one thing in common: they are all magical\r\nthreats, best combated through magical means. To\r\nmeet these foes on a level playing field, occultists\r\nindulge in arcana, filling their grimoires with magical\r\nsecrets and mastering a handful of spells. Occultists\r\nare the most likely investigators to cavort with\r\nwarlocks, borrow tricks from wizards and magicians,\r\nand dabble in dark magic to defeat their foes.\r\n\r\n[b]TRINKET\r\n[br][\/b]\r\nStarting when you choose this specialization at\r\n3rd level, you\u2019ve acquired a trinket to assist in your\r\ncollection of eldritch lore:\r\n[br]\r\n[b]Rune Keeper Eyeglass.[\/b] As a bonus action, for\r\nthe next hour, you can read all writing.\r\n\r\n[b]PACT MAGIC\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, you augment your investigative skills with\r\ncomplex magicks.\r\n[br]\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice\r\nfrom the warlock spell list. You learn an additional\r\nwarlock cantrip of your choice at 10th level.\r\n[br]\r\n[b]Spell Slots.[\/b] The Occultist Spellcasting table\r\nshows how many spell slots you have. The table also\r\nshows what the level of those slots is; all of your spell\r\nslots are the same level.\r\nTo cast one of your warlock spells of 1st level or\r\nhigher, you must expend a spell slot. You regain all\r\nexpended spell slots when you finish a short or long\r\nrest.\r\n[br]\r\n[b]Spells Known of 1st Level and Higher.[\/b]\r\nAt 3rd level, you know two 1st-level spells of your\r\nchoice from the warlock spell list.\r\nThe Spells Known column of the Occultist table\r\nshows when you learn more warlock spells of your\r\nchoice of 1st level and higher. A spell you choose\r\nmust be of a level no higher than what\u2019s shown in the\r\ntable\u2019s Slot Level column for your level.\r\nAdditionally, when you gain a level in this class\r\nand order, you can choose one of the warlock spells\r\nyou know and replace is with another spell from the\r\nwarlock spell list, which also must be of a level for\r\nwhich you have spell slots.\r\n[br]\r\n[b]Spellcasting Ability.[\/b] Intelligence is your\r\nspellcasting ability for your warlock spells, so you\r\nuse your Intelligence whenever a spell refers to your\r\nspellcasting ability. Use your investigator spell save\r\nDC and spell attack bonus for your warlock spells.\r\n[table]\r\n[tr]\r\n[th]INVESTIGATOR\r\nLEVEL[\/th]\r\n[th]CANTRIPS\r\nKNOWN[\/th]\r\n[th]SPELLS\r\nKNOWN[\/th]\r\n[th]SPELL\r\nSLOTS[\/th]\r\n[th]SLOT\r\nLEVEL[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]2[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]2[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]2[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]ELDRITCH RUIN\r\n[br][\/b]\r\nStarting at 6th level, you can use your magical\r\ncunning to rip your foes asunder. You can cast a\r\ncantrip as a bonus action instead of dealing additional\r\ndamage with your Exploit Vulnerability feature.\r\n\r\n[b]EYES OF ANOTHER WORLD\r\n[br][\/b]\r\nStarting at 10th level, supernatural creatures can no\r\nlonger escape your detection. You can see creatures\r\nand objects that are invisible or ethereal, and you can\r\nsee the original form of shapechangers or creatures\r\nwhose form has been altered by magic. Additionally,\r\nyou can immediately detect if a creature you can see\r\nis possessed.\r\n\r\n[b]MALEFICIUM\r\n[br][\/b]\r\nStarting at 14th level, when you use your Exploit\r\nWeakness feature against a creature, you can cast the\r\nspell bestow curse on that creature as a bonus action,\r\nwithout using a spell slot or spell components; the\r\ntargeted creature has disadvantage on its saving\r\nthrow against this spell.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h3]Spy[\/h3]\r\nInfiltration, disguise, and lying through their teeth:\r\nthese are the principle skills of a spy. A talented\r\nspy rarely ever needs to draw a dagger to silence\r\nsomeone, for their honeyed words and agreeable\r\ndisposition are all that is needed to draw out\r\nsomeone\u2019s secrets. Of course, when they do strike,\r\nit is decisively and without warning. Such skills are\r\ninvaluable for governments and organizations of\r\nall varieties, for stealing confidential information,\r\nsabotage, monitoring persons of interest, and\r\neverything in between.\r\n\r\n[b]BRAVADO\r\n[br][\/b]\r\nStarting when you choose this specialization at 3rd\r\nlevel, your knowing smile and infectious confidence\r\ninspires trust in most people you meet, even when\r\nyou\u2019re not telling the truth. You gain proficiency in\r\nthe Deception skill and add double your proficiency\r\nbonus to checks you make with it.\r\n\r\n[b]TRINKETS\r\n[br][\/b]\r\nBy 3rd level, you have a collection of trinkets which\r\naid your espionage. You can use the following\r\ntrinkets:\r\n[br][b]Glass Dust.[\/b] As a bonus action, you can throw\r\nthis dust in the air, becoming invisible until the\r\nbeginning of your next turn. This effect ends early if\r\nyou take damage.\r\n[br]\r\n[b]Horn-Rimmed Glasses.[\/b] As a bonus action,\r\nyou can cast the spell disguise self once without using\r\na spell slot or spell components.\r\n[br]\r\n[b]Martini Glass.[\/b] As a bonus action, you can cast\r\nthe spell charm person once without using a spell slot\r\nor spell components.\r\n\r\n[b]CLOAK AND DAGGER\r\n[br][\/b]\r\nBy 6th level, you always endeavor to kill your target\r\nin one strike. When you make an attack roll against\r\na creature that is surprised or hasn\u2019t taken a turn\r\nin combat yet, you can maximize your weapon\u2019s\r\ndamage die.\r\n\r\n[b]SHAKEN NOT STIRRED\r\n[br][\/b]\r\nStarting at 10th level, your roguish smile grants you\r\nincredible leeway. Whenever you fail a Charisma\r\n(Deception) or Charisma (Persuasion) check, you\r\ncan reroll the check, and must use the results of the\r\nnew roll.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n[b]BODY DOUBLE\r\n[br][\/b]\r\nBy 14th level, you can rapidly exchange identities\r\nwith a corpse. When you reduce a humanoid\r\ncreature to 0 hit points, you can assume the\r\ncreature\u2019s appearance, as per the disguise self spell.\r\nThe creature\u2019s body, as well as its blood, clothing,\r\nand other physical evidence of its death, become\r\ninvisible for 8 hours. You can also use this ability as\r\nan action to touch the corpse of a humanoid creature\r\nwhich has been dead no longer than 1 day, assuming\r\nits appearance and causing the body to become\r\ninvisible.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest","table_data":"LEVEL | PROFICIENCY BONUS | FEATURES | RITUAL LEVEL\r\n1st | +2 | Expertise, Ritualist | 1st\r\n2nd | +2 | Myths and Legends, Rushed Incantation | 1st\r\n3rd | +2 | Occult Specialization | 2nd\r\n4th | +2 | Ability Score Improvement | 2nd\r\n5th | +3 | Exploit Vulnerability | 3rd\r\n6th | +3 | Expertise, Occult Specialization feature | 3rd\r\n7th | +3 | Opportunistic Piety | 4th\r\n8th | +3 | Ability Score Improvement | 4th\r\n9th | +4 | Supernatural Resolve | 5th\r\n10th | +4 | Occult Specialization feature | 5th\r\n11th | +4 | Finisher | 6th\r\n12th | +4 | Ability Score Improvement | 6th\r\n13th | +5 | Enigma Arcane | 6th\r\n14th | +5 | Occult Specialization feature | 6th\r\n15th | +5 | Enigma Arcane improvement | 6th\r\n16th | +5 | Ability Score Improvement | 6th\r\n17th | +6 | Enigma Arcane improvement | 6th\r\n18th | +6 | Exorcist | 6th\r\n19th | +6 | Ability Score Improvement | 6th\r\n20th | +6 | Spellbinder | 6th","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1043551","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}